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Old 06-26-10, 04:05 PM   #31
TheBeast
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On U-1105 the coating looks like much larger sections.
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Old 06-26-10, 04:10 PM   #32
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I really like the look of the one where you used the photo for the texture, good going on adapting that one to work.
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Old 06-26-10, 06:35 PM   #33
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Quote:
Originally Posted by SteelViking View Post
I really like the look of the one where you used the photo for the texture, good going on adapting that one to work.
Thanks!

I am such a noob at doing this. I still can not figure out how to do the bump maps. Msybe if there was a Bump Map Tutorial for nub Dummy's.
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Old 06-26-10, 06:38 PM   #34
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Quote:
Originally Posted by TheBeast View Post
Thanks!

I am such a noob at doing this. I still can not figure out how to do the bump maps. Msybe if there was a Bump Map Tutorial for nub Dummy's.
could of fooled me! Looks like you're doing excellent work there with those skins
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Old 06-26-10, 07:02 PM   #35
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Quote:
Originally Posted by TheBeast View Post
Thanks!

I am such a noob at doing this. I still can not figure out how to do the bump maps. Msybe if there was a Bump Map Tutorial for nub Dummy's.
Yeah, honestly, your skins look high quality already man.

What image editing software are you using. If you are using GIMP, I could pretty much tell you anything you wanted to know.
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Old 06-26-10, 07:09 PM   #36
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Quote:
Originally Posted by TheDarkWraith View Post
could of fooled me! Looks like you're doing excellent work there with those skins
Thanks!
I started making skins in Jan, 2010 using vanilla MS Paint. Jankyser Liked a couple skins I did and when he found out I was using paint, he sent me Adobe Photoshop Elements 5.0 and transferd the License to me. Things got a lot easier. Currently I have been using PaintDotNet. It is a lightweight application that supports layers and does most of what I need and it is FreeWare. So any templates I make can be used by anyone that wants to download the App.
The funny thing is, the default vanilla Paint from the OS is a full blown Graphics Editor that is crippled in the OS registry. At least it was from Win95-WinXP. Not sure about anything after that. I know this to be a fact.

I was hoping I might be able to get one of you guys to help me do the bump maps giving the textures a little depth.
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Old 06-26-10, 07:24 PM   #37
rsvette12
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Thanks for the explanation on emblems, appreciate it, great work.

Rich
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Old 06-26-10, 07:31 PM   #38
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Quote:
Originally Posted by SteelViking View Post
Yeah, honestly, your skins look high quality already man.

What image editing software are you using. If you are using GIMP, I could pretty much tell you anything you wanted to know.
I have been using PaintDotNet for all the SH5 skins I have been doing. I may change to GIMP if it support other feature that will help improve things.

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Thanks for the explanation on emblems, appreciate it, great work.

Rich
Hopefully I explained it well enough to make things easy for you?
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Old 06-26-10, 07:51 PM   #39
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Default Slightly abused Alberich Skin

Here is the Improved Alberich skin without bump maps.
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Old 06-26-10, 08:13 PM   #40
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That one is lovely!
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Old 06-26-10, 08:27 PM   #41
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Here's a model someone made of an Alberich-coated Type XXIII:











I don't think any of these shots are the right quality or orientation for direct use as textures, but perhaps they'll help as a reference.
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Old 06-28-10, 07:24 AM   #42
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Quote:
Originally Posted by SteelViking View Post
Yeah, honestly, your skins look high quality already man.

What image editing software are you using. If you are using GIMP, I could pretty much tell you anything you wanted to know.
OK, have been learning a little about Bump Maps. When editing the *_N.dds, changes made with a lighter shade appear as depressions on the skin texture and of course changes made with a darker shade appear to be raised surfaces on the skin texture when rendered on the model.
By doing a gradient fill for a Single Alberich Tile location on the skin, you can make that tile appear to be tilted when it is rendered.
This will really help when doing the Tarnmatte Bump Maps on the few place the Tarnmatte texture will be applied. It looked like they stapped some very course burlap material to the surfaces.

From what I have been reading, Tarnmatte "normally" was applied to the Snorkle and Periscope Heads. I am not sure if I can edit those textures in game. I did find a few Photo's showing Conning Towers that had some Tarnmatte material applied but really, not to much.
So I will keep Alberich Coating for Hull as planned and most of the Tower. I really do not think they would remove Alberich for just a few tiny patches of Tarnmatte. That is why I named this skin "Tarnmatte Anrchoic Coating". Plus, I originally based the name on the Equipment Upgrade Pack defined in the Uboat_Sensors.sim that reduces the enemiy's ability to detect you by 25% for both Radar and Sonar.
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Last edited by TheBeast; 06-28-10 at 07:42 AM.
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Old 06-28-10, 07:50 AM   #43
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Alberich Boats was only black .)

btw,here is a good story from one of this boats,it is a type VII,U-480
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Old 06-28-10, 08:22 AM   #44
SteelViking
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In GIMP, (it is what I use so it is all I know) there is a bump map tool. With it, you can make _N.dds images very quickly. If you simply take the background color of an _N.dds file and make a blank image with it the same size as the texture you are using, you can then tell it to create a bump map with that texture (in your case, a sub skin). So, the _N.dds file will match up perfectly with your texture, and you get the 3d effects. Of course, in the tool itself there are some adjustments that can be made, and you have to get them right in order for it to work. Anyway, you may want to get GIMP just to check out that feature. It's totally free.
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Old 06-28-10, 10:26 AM   #45
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Quote:
Originally Posted by SteelViking View Post
In GIMP, (it is what I use so it is all I know) there is a bump map tool. With it, you can make _N.dds images very quickly. If you simply take the background color of an _N.dds file and make a blank image with it the same size as the texture you are using, you can then tell it to create a bump map with that texture (in your case, a sub skin). So, the _N.dds file will match up perfectly with your texture, and you get the 3d effects. Of course, in the tool itself there are some adjustments that can be made, and you have to get them right in order for it to work. Anyway, you may want to get GIMP just to check out that feature. It's totally free.
I just tried GIMP 2.6.9
I really like that feature for creating the Bump Map. Thing is, I don't want to bump map every skin. I would rather figure out how to change the color pallete to the Purple/Violet used in the *_N.DDS so I only have to do it that one time for each Sub Model.
I have Graphic FX such as welding, rust, dirt, oil and other FX, each on their on layer in my Templates, so that when I don't need that specific effect I can just Hide it before saving changes. I just have to remember to Undo the Flatten Image Layers after each save.

So my question is: How do I change the Color Pallete to Purple/Violet to create the *_N.DDS Bump Map?
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Last edited by TheBeast; 06-28-10 at 11:19 AM. Reason: fixed type error
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